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Real-Time Finite Element Method (FEM) and Tressfx
REAL-TIME FEM AND TRESSFX 4 ERIC LARSEN KARL HILLESLAND 1 FEBRUARY 2016 | CONFIDENTIAL FINITE ELEMENT METHOD (FEM) SIMULATION Simulates soft to nearly-rigid objects, with fracture Models object as mesh of tetrahedral elements Each element has material parameters: ‒ Young’s Modulus: How stiff the material is ‒ Poisson’s ratio: Effect of deformation on volume ‒ Yield strength: Deformation limit before permanent shape change ‒ Fracture strength: Stress limit before the material breaks 2 FEBRUARY 2016 | CONFIDENTIAL MOTIVATIONS FOR THIS METHOD Parameters give a lot of design control Can model many real-world materials ‒Rubber, metal, glass, wood, animal tissue Commonly used now for film effects ‒High-quality destruction Successful real-time use in Star Wars: The Force Unleashed 1 & 2 ‒DMM middleware [Parker and O’Brien] 3 FEBRUARY 2016 | CONFIDENTIAL OUR PROJECT New implementation of real-time FEM for games Planned CPU library release ‒Heavy use of multithreading ‒Open-source with GPUOpen license Some highlights ‒Practical method for continuous collision detection (CCD) ‒Mix of CCD and intersection contact constraints ‒Efficient integrals for intersection constraint 4 FEBRUARY 2016 | CONFIDENTIAL STATUS Proof-of-concept prototype First pass at optimization Offering an early look for feedback Several generic components 5 FEBRUARY 2016 | CONFIDENTIAL CCD Find time of impact between moving objects ‒Impulses can prevent intersections [Otaduy et al.] ‒Catches collisions with fast-moving objects Our approach ‒Conservative-advancement based ‒Geometric -
Zombies Football Games
1 / 2 Zombies Football Games zombie mode in cod mobile season 7, Oct 24, 2020 · Call Of Duty Warzone Update: ... Watch game, team & player highlights, Fantasy football videos, NFL event .... All-Star Football Alpha Centauri Amazing Adventures Amazing Adventures Around the ... Plants vs Zombies 2 hack mod APK - Game zombies vui nhộn Android.. Zombies, Football and the Gospel: At Least 10 Somewhat Irrefutable Game-Changers for Church Leaders and Whoever They Follow [Reggie Joiner] on .... This game is pretty much the only reason why Tower Defense games should exist. Mirrorlink apk samsung. Plants vs Zombies™ 2 Free Mod is .... Games/Toys. zombies book-1 -Wyatt Lykensen by jordyn pegg 42. ... a fierce and determined cheerleader, Addison, and a zombie football star, Zed, to help unite .... The Trap Gaming Modded Zombie Server Information Server Size: 50 Slot ... animations. com/file/AT66983 Football Manager 2014 Crack Fixed Download ?. Undawn: New Zombie Survival Game Announced by PUBG Mobile Developers. Garena, the publisher of popular battle royale games like Free .... Play free Plantsbirds vs Zombies Game online at plants-vszombies.com. ... Choose one of the games between Craft, Retro-pixel and cartoon zombie and begin the ... up as cheerleader Addison and zombie football player Zed are readying for .... Zombie Football is a tricky runner about scoring touchdowns in the ... new content to add to the value ... Mutant League Football is a video game that was released in 1993 for the Sega Genesis. The game was designed using the Madden '93 engine, and features a .... Join a free multiplayer minecraft game and shoot enemy zombie ragdolls until there .. -
A Review of Gpuopen Effects
A REVIEW OF GPUOPEN EFFECTS TAKAHIRO HARADA & JASON LACROIX • An initiative designed to help developers make better content by “opening up” the GPU • Contains a variety of software modules across various GPU needs: • Effects and render features • Tools, SDKs, and libraries • Patches and drivers • Software hosted on GitHub with no “black box” implementations or licensing fees • Website provides: • The latest news and information on all GPUOpen software • Tutorials and samples to help you optimise your game • A central location for up-to-date GPU and CPU documentation • Information about upcoming events and previous presentations AMD Public | Let’s build… 2020 | A Review of GPUOpen Effects | May 15, 2020 | 2 LET’S BUILD A NEW GPUOPEN… • Brand new, modern, dynamic website • Easy to find the information you need quickly • Read the latest news and see what’s popular • Learn new tips and techniques from our engineers • Looks good on mobile platforms too! • New social media presence • @GPUOpen AMD Public | Let’s build… 2020 | A Review of GPUOpen Effects | May 15, 2020 | 3 EFFECTS A look at recently released samples AMD Public | Let’s build… 2020 | A Review of GPUOpen Effects | May 15, 2020 | 4 TRESSFX 4.1 • Self-contained solution for hair simulation • Implementation into Radeon® Cauldron framework • DirectX® 12 and Vulkan® with full source • Optimized physics simulation • Faster velocity shock propagation • Simplified local shape constraints • Reorganization of dispatches • StrandUV support • New LOD system • New and improved Autodesk® Maya® -
Open Communication Platforms « Streamline Your Broadband, Cable and Mobile Infrastructure System Designs
product portfolio 2012 » Open Communication Platforms « streamline your broadband, cable and mobile infrastructure system designs 2 If it’s embedded,www.kontron.com/OCP it’s Kontron. » Achieving a lower Total Cost of Ownership (TCO) « Kontron integrated, standardized platforms ‘future-proof’ tEM’s network applications In the rush to deploy new network solutions to the carrier market, Telecom Equipment Manufacturers (TEMs) cannot afford to waste valuable resources on non-core competencies. From initial product conception to market deployment, Kontron works with TEMs to alleviate and manage all the challenges of designing and integrating the complex hardware and software components – right up to the application layer. This enables TEMs to remain focused on developing their value-add application innovations, and to deploy them on the most appropriate carrier grade, integrated off-the-shelf platform. Kontron’s comprehensive lifecycle management and various services to assist clients to seamlessly migrate to next generation platform and bladed technologies ensures the “future proofing” of TEM applications for a much lower overall cost of ownership. Open Communication Platforms (OCP) deliver highly dense and extreme design flexibility, plus all the required mission-critical RAS features (reliability, availability, serviceability) for wireless, broadband and carrier data center networks. five steps to a lower tCo with Kontron oCp 1. Design with a common network hardware platform Multi-Core, 10G/40G Fabric, I/O, Storage 2. Ensure scalability Keep pace with higher bandwidth demands 3. Reduce development costs and timelines Achieve a faster time to revenue with new network infrastructure 4. Reduce system-level footprint Modular design enables multi-functional bladed applications on single platform 5. -
Instructions for Preparing and Transferring Final
REAL-TIME HAIR RENDERING WITH SCREEN SPACE ADPATIVE LEVEL OF DETAIL Markus Rapp, Simon Spielmann* *Institute of Animation – Filmakademie BW, Germany, [email protected] Keywords: hair, real-time, level of detail, tessellation the detail factor. As pre-calculation step, the angle between the previous segment and the current segment as, well as the Abstract angle between current segment and the next segment is We present an approach to render hair by using a small calculated. The larger angle is then used in the shader to number of guide strands to generate interpolated hairs on the influence the final detail factor. GPU. Each hair strand is composed by segments, which can be further subdivided to render smooth hair curves. The 4 Results appearance of the guide hairs as well as the size of the hair The main difference of the rendered hair in Figure 1 is the segments in screen space are used to calculate the amount of frame rate in which the hair is rendered on a NVidia Geforce detail, which is needed to display smooth hair strands. GTX 580. The frame rate is above 60 fps, without subdivision of the hair segments. The hair is rendered with only 1 fps 1 Introduction when the detail factor is set to 64. The screen space adaptive With the increased performance of newer graphic cards, the level of detail (SSALOD) version renders with 42 fps. rendering of hair in form of single hair strands became possible. The tessellation pipeline of the GPU allows to generate up to 64 hairs out of one hair guide and further subdivide each hair segment up to 64 times. -
Real-Time Hybrid Hair Rendering
Eurographics Symposium on Rendering (DL-only Track) (2019) T. Boubekeur and P. Sen (Editors) Real-Time Hybrid Hair Rendering Erik S. V. Jansson1 Matthäus G. Chajdas2 Jason Lacroix2 Ingemar Ragnemalm1 1Linköping University, Sweden 2Advanced Micro Devices, Inc. Figure 1: We present a volume-based approximation of strand-based hair that is suitable for level-of-detail minification. It scales better than existing raster-based solutions with increasing distances, and can be combined with them, to create a hybrid technique. This figure shows the split alpha blended level-of-detail transition between our strand-based rasterizer (left side) and its volume-based approximation (right side). The four subfigures on the right showcase the Bear’s individual components: Kajiya-Kay shading, tangents, shadows and ambient occlusion. Abstract Rendering hair is a challenging problem for real-time applications. Besides complex shading, the sheer amount of it poses a lot of problems, as a human scalp can have over 100,000 strands of hair, with animal fur often surpassing a million. For rendering, both strand-based and volume-based techniques have been used, but usually in isolation. In this work, we present a complete hair rendering solution based on a hybrid approach. The solution requires no pre-processing, making it a drop-in replacement, that combines the best of strand-based and volume-based rendering. Our approach uses this volume not only as a level-of-detail representation that is raymarched directly, but also to simulate global effects, like shadows and ambient occlusion in real-time. CCS Concepts • Computing Methodologies ! Rasterization; Visibility; Volumetric Models; Antialiasing; Reflectance Modeling; Texturing; 1. -
Football Manager Classic for Ps Vita… the Wait Is Almost Over
FOOTBALL MANAGER CLASSIC FOR PS VITA… THE WAIT IS ALMOST OVER Fully-featured handheld version of Football Manager Classic, with cross-platform compatibility and 3D match engine, to be available worldwide from Friday, April 11th March 26th 2014 Sports Interactive™ and SEGA® Europe Ltd. are delighted to announce that the release date for Football Manager™ Classic 2014 (FMC 2014) for PlayStation Vita has been set as Friday, April 11th. FMC 2014 for PS Vita is the first game in the series’ long and successful history to allow fans to carry on a single continuous game, whether they’re at home using their computer or out and about with their PlayStation Vita (or vice versa). In addition, FMC 2014 for PS Vita is also the first ever mobile game to feature FM’s acclaimed 3D Match Engine, adding an extra layer of realism and immersion that’s been unavailable in previous Football Manager Handheld games, alongside a pretty much identical feature set to Football Manager Classic on home computers. Produced with considerable support from Sony Computer Entertainment Europe (SCEE), FMC 2014 for PS Vita has been co-developed by Sports Interactive, its sister development studio Hardlight™ (responsible for Sonic Dash™ and Sonic Jump™) and Sheffield-based Little Stone Software. “It’s great to finally be able to release FMC Vita. This game has been the most technically challenging that we’ve ever worked on – we’ve essentially fit a PC game that needs loads of memory, a mouse and a keyboard into Sony’s wonderful handheld with a touch screen – and the help we’ve had from all of our partners has been wonderful,” says Miles Jacobson, Studio Director at Sports Interactive. -
Optimizing Authenticated Encryption Algorithms
Masaryk University Faculty of Informatics Optimizing authenticated encryption algorithms Master’s Thesis Ondrej Mosnáček Brno, Fall 2017 Masaryk University Faculty of Informatics Optimizing authenticated encryption algorithms Master’s Thesis Ondrej Mosnáček Brno, Fall 2017 This is where a copy of the official signed thesis assignment and a copy ofthe Statement of an Author is located in the printed version of the document. Declaration Hereby I declare that this paper is my original authorial work, which I have worked out on my own. All sources, references, and literature used or excerpted during elaboration of this work are properly cited and listed in complete reference to the due source. Ondrej Mosnáček Advisor: Ing. Milan Brož i Acknowledgement I would like to thank my advisor, Milan Brož, for his guidance, pa- tience, and helpful feedback and advice. Also, I would like to thank my girlfriend Ludmila, my family, and my friends for their support and kind words of encouragement. If I had more time, I would have written a shorter letter. — Blaise Pascal iii Abstract In this thesis, we look at authenticated encryption with associated data (AEAD), which is a cryptographic scheme that provides both confidentiality and integrity of messages within a single operation. We look at various existing and proposed AEAD algorithms and compare them both in terms of security and performance. We take a closer look at three selected candidate families of algorithms from the CAESAR competition. Then we discuss common facilities provided by the two most com- mon CPU architectures – x86 and ARM – that can be used to implement cryptographic algorithms efficiently. -
Project Report On
PROJECT REPORT ON Submitted By : Section A Acknowledgement This project comes out to be a great source of learning and experience. A lot of effort has been put by various people to make this project a success. This has greatly enhanced our knowledge about Dell Inc. We greatly acknowledge our indebtness to Mr. Rahul Mishra,for helping us throughout this project and for providing us in-depth knowledge. This project is a culmination of efforts of our entire team whose sincere inputs and focused attitude could bring this project to fruition. Finally, thanks to almighty God who has been a source of strength and confidence. Index ➢ Mission ,Vision , Aim , Objective ➢ Executive Summary ➢ External Environment • PEST Analysis • Industry Analysis ➢ Strategy • Corporate • Business • Functional ➢ Competition • Core Competency • Porter’s Five Forces Model • Porter’s Generic Strategy ➢ Internal Environment • SWOT Analysis • TOWS Analysis • Porter’s value Chain Model ➢ Corporate Culture ➢ Forecast ➢ Key Issues & Challenges ➢ Suggestions ➢ Conclusion MISSION Mission Statement : “To provide customers with superb value, high quality, relavent technology, customized systems, superior service and support and products and services that are easy to purchase and use.” Statement Strategy : To do business with its customers one on one through the phone and internet. In doing so, Dell will meet its customers’s expections of : • Highest quality. • Leading technology. • Competitive pricing • Individual and company’s accountability. • Best in class service and support -
AMD Catalyst™ 13.4 Windows® Release Notes • Back
Page 1 of 4 AMD Catalyst™ 13.4 Windows® Release Notes • Back Last Updated 7/9/2013 Article Number RN-WIN-C13.4 AMD Catalyst™ Software Suite Version 13.4 This article provides information on the latest posting of AMD’s Catalyst™ Software Suite, AMD Catalyst™ 13.4. This particular software suite updates the AMD Catalyst Display Driver and the AMD Catalyst Control Center / AMD Vision Engine Control Center. This unified driver has been updated, and is designed to provide enhanced performance and reliability. Package Contents The AMD Catalyst™ Software Suite, AMD Catalyst™ 13.4 contains the following: • AMD Catalyst™ Display Driver version 12.104 • HydraVision™ for Windows Vista® and Windows® 7 • Southbridge/IXP Driver • AMD Catalyst™ Control Center / AMD Vision Engine Control Center CAUTION! • The AMD Catalyst Control Center / AMD Vision Engine Control Center requires that the Microsoft® .NET Framework SP1 be installed for Windows Vista. Without .NET SP1 installed, the AMD Catalyst Control Center / AMD Vision Engine Control Center will not launch properly and the user will see an error message NOTES! • When installing the AMD Catalyst Driver for Windows operating system, the user must be logged on as Administrator, or have Administrator rights to complete the installation of the AMD Catalyst Driver • The AMD Catalyst 13.4 requires Windows 7 Service Pack 1 to be installed • These release notes provide information on the AMD Catalyst Display Driver only. For information on the AMD Multimedia Center™, HydraVision, HydraVision Basic Edition, Remote Wonder™, or the Southbridge/IXP driver, please refer to their respective release notes found at: http://support.amd.com/ • AMD Eyefinity technology is designed to give gamers access to high display resolutions. -
Filippo Antonelli, La Struttura Narrativa Del
UNIVERSITÀ CATTOLICA DEL SACRO CUORE SEDE DI MILANO INTERFACOLTÀ DI LETTERE E FILOSOFIA – ECONOMIA – SCIENZE POLITICHE E SOCIALI CORSO DI LAUREA IN COMUNICAZIONE PER L’IMPRESA, I MEDIA E LE ORGANIZZAZIONI COMPLESSE TESI DI LAUREA La struttura narrativa del videogioco e la sua percezione da parte del fruitore. Il caso di Football Manager Relatore: Ch.mo Prof. Ruggero Eugeni Candidato: Filippo Antonelli Matricola N. 4509943 ANNO ACCADEMICO 2016/2017 i ii Indice Introduzione p. 1 Capitolo 1 – La struttura narrativa nei videogiochi p. 4 1.1. Generi e costruzione di una storia p. 4 Definizione di videogioco e concetti preliminari, p. 4 – I generi del videogioco, p. 5 – Struttura narrativa: il videogioco non è un film, p. 8 – Struttura narrativa: narrazione interattiva, p. 9 – Struttura narrativa: l’impatto dell’intelligenza artificiale, p. 13 – Struttura narrativa: gli architetti narrativi, p. 15 1.2. I comportamenti e il ruolo del giocatore p. 17 Le categorie comportamentali, p. 17 – Le categorie commerciali, p. 18 – Il modello MBTI applicato al videogioco: una prospettiva psicologica, p. 19 – L’impatto delle azioni del giocatore sulla narrazione, p. 27 – Il giocatore come abitante del mondo di gioco, p. 29 1.3. Le comunità online p. 30 Caratteri generali: non solo multiplayer, p. 30 – Comunità ufficiali, p. 31 – Comunità non ufficiali, p. 33 – Storytelling e videogiochi, p. 34 – Modding, p. 35 – Gli eSports, p. 36 Capitolo 2 – Il videogioco sportivo manageriale p. 39 2.1. Il videogioco sportivo p. 39 Definizione e cenni storici, p. 39 – Sottogeneri e sottocategorie, p. 43 – La struttura narrativa e il giocatore, p. -
Pachinko Machines 7 Amusement Machine Sales 10 Amusement Center Operations 12 Consumer Business 14
FY Ending March 2014 3rd Quarter Results Presentation February 10th, 2014 SEGA SAMMY HOLDINGS INC. [Disclaimer] The contents of this material and comments made during the questions and answers etc of this briefing session are the judgment and projections of the Company’s management based on currently available information. These contents involve risk and uncertainty and the actual results may differ materially from these contents/comments. © SEGA SAMMY HOLDINGS INC. All Rights Reserved. Contents 【FY Ending March 2014 3rd Quarter Results / Full Year Forecasts】 Consolidated Income Statements 2 Results Highlights 3 Major Business Measures 4 Costs and Expenses 5 Consolidated Balance Sheet 6 Segment Results / Forecast Pachislot and Pachinko Machines 7 Amusement Machine Sales 10 Amusement Center Operations 12 Consumer Business 14 Appendix 18 - 1 - © SEGA SAMMY HOLDINGS INC. All Rights Reserved. Consolidated Income Statements (Summary) (JPY Billion) FY Ended March 2013 FY Ending March 2014 Results Full Year Results YoY Full year YoY Through 3Q Results Through 3Q Change Forecasts Change Net Sales 207.0 321.4 303.9 +47% 485.0 +51% Pachislot and Pachinko Machines 74.0 142.2 160.2 +116% 270.0 +90% Amusement Machine Sales 30.6 39.1 28.0 -8% 45.5 +16% Amusement Center Operations 32.0 42.7 32.4 +1% 45.5 +7% Consumer Business 60.3 83.8 72.3 +20% 109.5 +31% Other 9.8 13.4 10.9 +11% 14.5 +8% Operating Income 7.0 19.0 46.5 +564% 73.0 +284% Pachislot and Pachinko Machines 7.7 23.5 50.0 +549% 74.0 +215% Amusement Machine Sales 2.6 1.9 -0.2 - 2.7 +42% Amusement